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Warlord Scenario Contest -- Deadline 04/06/2006

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The Un-official™ Warlord Scenario Contest.

 

Official Rules

 

Purpose: To create more enjoyable scenarios for everyone to play beyond what has been contained in the Warlord Core Rulebook, Faction Books and Warlord HQ.

 

Where: All Entries are to be posted HERE.

 

Deadline: All entries must be posted by 11:59 PM CDT (Texas/Reaper Time) on April 06, 2006. (That's four weeks from today)

 

The Rules:

1a. Any member of the Forum may enter. Multiple entries are allowed.

1b. Any entries previously posted on Reaper Games/Warlord HQ will not be considered a valid entry.

2. Once the deadline has been reached, no new entries will be accepted.

3. A poll will be posted within a day or two of the deadline. Everyone will be allowed to cast one vote on their favorite scenario. The polls will be open for 14 days. This will allow people the time and opportunity to try out scenarios on the table top where the game is meant to be played before they cast a vote. In the event that there are more entries than poll options, there will be semifinal rounds to reduce the field. In the event of a tie, tiebreaker judges have already volunteered to make the final decision.

4. Scenarios must have a clear and distinct Title. It is how your scenario will be identified in the polls. If you do not make your title clear, we will not place it in the poll. I would recommend starting your post with Title: Name of Scenario

5. Objectives/Victory conditions should be clearly written and identified.

6. Special rules regarding Models, Terrain, Deployment, Table Size, Factions, Number of Players, etc should be clearly written and identified.

7. Scenarios may be Faction specific, but please remember one thing: This contest is to increase the Scenarios available for everyone to play, and they may not play your favorite faction. Keeping your scenario available to all will likely increase its appeal to others (read: The Voters). Obviously, some scenarios, based on their designs, may favor several Factions. If you have a Faction specific scenario, something that would be helpful (but is not required), is at the end, to include some notes on modifying it for other Factions.

8. This is not a requirement, but it is strongly recommended. Play your scenario out on a table before you submit it, to make sure it works. There are four weeks before the deadline. People will have the time to try out your scenario, and will hopefully do so prior to voting. Just because it looks really cool on paper, does not mean it will work on the table.

9. There will be another thread available HERE for people to make comments on the various scenarios posted, offer feedback, etc. Show respect to your fellow Forum Members. Derrogatory comments, inappropriate remarks, poor sportsmanship and flaming WILL NOT be tolerated. Offending posts will be removed as soon as they are seen. This is a friendly contest to generate fun for all of us at the gaming table. If you cannot keep your comments civil and constructive, please do not post them. If you have been warned about your comments, and the behavior continues your entries will be removed.

10. Comments placed in the Entry thread will be moved to the Comments thread. It's not hard to post in the proper thread. Please don't add any more work to the Mods than necessary. ::):

 

 

Prizes: Castlebuilder has generously donated a "tower/dice roller thingie" for the winning scenario. Thank you Tim for such a generous offer. If folks are unfamiliar with his work, he has built a number of gorgeous Hirst Arts molded items over the years. (Tim if you send me a site with your stuff, I'll include the link so people can ooh and ahh over it).

 

All entries will be compiled into a .pdf by Erion who will ask Kit to include this in the Download section at Reaper Games.

 

If you have a specific map you want to include in your scenario, please include a link to the image. Erion will include that image in the .pdf as part of your entry in the final booklet.

 

If you have any additional questions, please PM Qwyksilver and Erion so that it is brought to our attention immediately. We might be on the boards a lot of the time, but we might miss your post in the Comments section.

 

MOST IMPORTANTLY: HAVE FUN, BE CREATIVE, PLAY LOTS OF WARLORD :lol:

Edited by Qwyksilver

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I believe there was one posted a while back with a "seize/defile/protect the holy thing" theme.

 

Here's a version of it off the top of my head.

 

Title: Temples of Forgotten Gods

 

Taltos is filled with places that were once holy, to gods that are worshipped by no living man. Many still bear the incredible power of these ancient gods slumbering within them. Many beings of power seek to control them.

 

 

Play takes place on an appropriate surface - 4x4 for two-player, can be expanded for additional players. Deployment zones should consist of a rectangular area 24" wide by 8" deep centered on the appropriate table edge. For unusual table shapes or numbers of players, adjust so that each player is roughly equidistant from the center of the table.

 

A terrain objective of some sort, presumably a temple, holy spring, etc, is designated as the Objective. It has a starting Alignment rating of zero to all factions. It is placed in the center of the map. Other terrain should be arranged around the table in a manner agreeable to all players, leaving at least a six-inch clear zone surrounding the objective. It should be at least a CD-sized object and not more than eight inches on a side.

 

 

Gaining Control of the Objective

Any model with Holy, Horrid, Empowered, Vile, Healer, or a CP may conduct an Invoke Special Ability action while in base contact with the Objective to increase its Alignment to their faction (or team) by one. Any model with one of the listed SA and a CP, or a CP greater than 5, increases its Alignment rating by 2. Any model performing an Invoke action upon the Objective may opt instead to decrease its Alignment to another faction or team by the same amount. You have blessed or defiled the Objective by your power, or removed the presence of an enemy's power from it.

 

Any model casting a damage-causing spell that includes any part of the objective in its AoE decreases its alignment to their faction/team by one. Wrecking the Objective makes it unreceptive to your power.

 

Any model casting Bless or a spell which would remove damage tracks from the target (example: Bandage, Cure, secondary target of Life Transfer) upon the objective increases its Alignment to their faction by one. You have used your magic to empower the Objective from a distance.

 

A model defined above as capable of performing an Invoke action upon the objective, which commits a Coup de Grace upon another such capable model, while both models are completely within or upon the Objective, and performs a Loot action upon the objective in the same activation, may adjust the Objective's alignment to both factions by a total of 4, or the Coup'ed model's unwounded CP, whichever is higher. Sacrificing the enemy upon the Objective greatly enhances the effectiveness of your control over the temple.

 

Examples of Alignment adjustment:

  • Fatima (Nefsokar/Neutral, CP 8, Empowered) Invokes her power while in the Objective, a temple. Her player opts to increase the temple's Alignment to the Nefsokar by 2.
  • A Crusader Hospitaler invokes his power upon the temple. He chooses to decrease the temple's Alignment to the Necropolis by 1.
  • Guros (Darkspawn/Evil, CP 5, Vile) Invokes his power. He chooses to reduce the temple's Alignment to the Nefsokar by 1 and to increase its Alignment to the Darkspawn by 1.
  • Ashkrypt (Overlords/Evil, CP 8, Vile) casts a Fireball on Fatima and the Hospitaler. Part of the Temple is in the Area of Effect. Dice are rolled, wounds are allocated (if appropriate) to Fatima and the Hospitaler, and the temple's Alignment to the Overlords is reduced by 1.
  • Lunk (Reven/Evil, CP 6) casts Ice Shards at Fatima. Dice are rolled and the attack is resolved, the temple's Alignment is unchanged - it was not in the Area of Effect.
  • Syphrilia (Necropolis/Evil, Vile) Invokes her power on the temple, and increases its Alignment to the Necropolis by 1.
  • On the next turn, Necropolis archers fatally wound Fatima, who has moved to engage Syphrilia. Syphrilia Coup de Grace's Fatima and Invokes her power, opting to increase the temple's Alignment to the Necropolis by 5, decrease its Alignment to the Nefsokar by 2, and decrease its alignment to the Crusaders by 1 (totalling up to Fatima's unwounded CP of 8).

Victory Conditions

At the end of the allotted time, finish the current turn and then consult the current Alignment status of the Objective. The faction or team with the highest Alignment rating on the Objective is victorious. Multiplayer games may allocate places in decreasing order of Alignment rating if so desired.

 

Adjustments

Certain factions hold faction Special Abilities based on Bounty Points that are not relevant to this scenario. Those factions are adjusted as follows:

  • Reptus: 'Feed the Young' is irrelevant to this scenario, only control of the Objective matters. Add 3 per 1000 full points of build total to the Objective's Reptus Alignment at the end of the scenario.
  • Razig's Revenge: Razig has no motivation to seek to acquire the Objective except as booty, and to frustrate his enemies. If the designated 'Scurvy Dog' is not killed in play, subtract 10 from Razig's Alignment rating at the end of play. If Razig personally Sacrifices the Scurvy Dog, as described above, he gains half again as many Alignment points as a normal Sacrifice.

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Total Chaos

 

The weather of Taltos can be a fickle thing. A thick fog has descended over the land and you valiantly (yet stupidly) tried to keep marching forward. Now, you are hopelessly lost. Hark! Is that another army you hear approaching?

 

Special Instructions

 

The fog is so thick it limits both your movement and your line of sight by half. The fog does not affect any special abilities such as Runner.

 

There will be a problem for bowmen, however. The fog is made up of water and thus bowstrings will get wet. To represent this, before an archer of any type from any army tries to fire, roll a D10. On a roll of 1-3, the bowstring breaks and the archer must spend the rest of the combat action restringing his bow. There is no limit to the number of times it can break. On a roll of 4-9, the bowstring holds up in the weather and the archer may fire as normal, with the line of sight restriction of course. On a roll of 10, huzzah! (You must say Huzzah! if you roll a 10. :lol: ) The fog lifts just enough for the archer to see their normal distance. This roll must be made for each individual archer, not one roll for a troop.

 

Victory Conditions

 

This is a Kill ‘Em All scenario. You must kill all of your enemies until they are dead!! (Uhh…isn’t that what kill means?)

 

Game Length

 

There is no turn limit. You play until one stands victorious!

 

Set-up

 

To represent the fact that you were wandering around hopelessly lost, the deployment zone will be different for this round. Each player still measures 12” from the sides of the table, but you get to go out 18” into the battlefield. You might have wandered a little farther than you thought!

 

 

 

 

 

I don't have a sketch of any kind of the set-up zone yet. I'll have to work on it and get it submitted later...

 

Wild Bill :blues:

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And the war rages on:

 

Someone (an unpaid squad of mercs?) has abandoned a seige engine. The good news is that it appears to be in working order. The bad news: You don't have a trained catapault crew and it is smack dab in the middle between your camp and 'their' camp.

 

Speed is essential. Get to the machine, get it over to your lines so you can use it. Don't let the enemy get it.

 

Warlord Tournament Rules:

 

Terrain Setup:

1. Play area is 4’ x 4’.

 

Force Size and Configuration:

1. Standard Warlord 2nd Edition rules regarding forces will apply

2. Force requirement for this is a max of 760 points.

 

Objective:

1. Your objective is to get the abandoned siege engine off your side of the board.

2. The siege engine must be ‘manned’ for it to move.

3. Manning the siege engine requires an extra inch of movement after becoming base-to-base with it.

4. The siege engine cannot me ‘manned’ by Monster troops or units with Beast SA.

5. The siege engine itself cannot be damaged.

6. The manning crew will be attacked according to their normal stats individually while manning the siege engine – the siege engine cannot be attacked.

7. Base-to-base with the siege engine will constitute base-to-base with the crew.

8. Opposing forces cannot man the siege engine while it is manned.

9. The siege engine my move and fire normally while manned.

10. The siege engine does not have the Warmaster SA for this game, but grants Deflect to those manning it.

11. If an opponent makes base-to-base contact with the siege engine, the siege engine cannot be fired (the crew is a bit busy.)

12. As the manning crew is not trained, the siege engine has been altered.

Siege Engine

Affiliation	Model	Troop	Base	Pts
	 	War Machine	 	Super	Prize

#MA	#RA	Men	Mov	Dis	MAV	RAV	Rng	DV 	CP	MD 
Per	  1	3   	3	  PC 	PC 	8	  24	PC 	PC	PC
Crew 	 	2   	2   			 	5	  24		
		  1   	1   			 	1	  24			
Special Abilities: AoE/2, Deflect, Drift, Scrye Shot

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Scenario title: Stop the Ceremony!

 

Fluff:

Khong-To was pleased. His Skull Breakers had harvested much meat in the raid against the elf camp. Chai-Uut, his loyal captain, had also captured a young elf noble related to Prince Danithal. The female’s brains would soon be splattered all over the ceremonial headblock, already stained dark red with the blood of thousands of other mammals. His shaman, T’kay, burned her incense, rang her bronze gong, and began to chant over the mewling elf girl. In minutes the Blood Ceremony of the Mammalian Interloper would be complete and he and his troops assembled at the foot of the temple would feed on the elf’s entrails, blessed by Payanak and imbued with his holy power, making them nigh unstoppable for a night and a day. The remaining elves would then surely pay for infringing on the swamp.

 

“Stop the ceremony!” cried a musical voice from the edge of clearing where the small temple of Payanak stood. Khong To looked towards the trees. Prince Danithal himself stood there. “Release the girl or we will slaughter you where you stand, lizard.” Archers, swordsmen, and a centaur stepped into the clearing alongside him.

 

Khong-To grunted sibilantly. “Soon you will join her, mammal!” he shouted in a voice not made for speaking the tongues of the warm-bloods. “Skull Breakers! Attack! T’Kay! Continue the ceremony! Splatter her brains! We feast on fresh elf tonight!”

 

Scenario:

One faction has captured someone important to another. The defender is attempting to use the captor in an important ceremony. Perhaps the Crusaders are about to exorcize a Darkspawn witch. Or maybe the Necropolis is going to turn a Khamsin chief into a vampire. Whatever you decide, the attacker must try to disrupt the ceremony and rescue the prisoner before the defender can complete their rituals.

 

Forces:

1000 points attackers: must include a Warlord

1000 points defenders: must include a Warlord and a spellcaster (cleric or mage) capable of casting level 2 spells.

 

Setup:

4x4 board.

 

The only required terrain is a small hill or temple in the middle of the board. Add other terrain as you see fit.

 

The defender deploys in the middle of the board. The ceremonial area is on top of the small temple or hill. Find a miniature to represent the captive. Place the spellcaster and the captive in base-to-base contact on top of the temple/hill. If the defender has more than one qualifying spellcaster, you must choose one to be the one designated to perform the ceremony.

 

The attacker can deploy anywhere along the sides of the board within six inches of the edge.

 

Scenario specific rules:

The ceremonial hill or temple is a holy (or unholy, depending) place. It grants a +4 MD and +2 DV to the spellcaster performing the ceremony and the captive as long as they are atop it.

 

The captive has been incapacitated in some way (tied up, unconscious, etc) and is treated as an object for the purposes of picking them up and moving them. If for some reason the captive is attacked, treat them as a Bondslave who is permanently under the effects of the “Hold” spell.

 

Victory conditions:

Defender:

The designated ceremonial spellcaster must use the “Invoke Special Ability” action while in base-to-base contact with the captive to perform the ceremony. He must do this four times. He may cast spells or engage in combat, but that will prevent him from performing any part of the ceremony that turn. As soon as he invokes his fourth special ability, the ceremony is complete and the Defender wins.

 

If the designated spellcaster is removed from play, another level 2 spellcaster or the Warlord may attempt to finish the ceremony. However, they must be in base-to-base contact with the prisoner and make a caster level check against an MD of 12 to count as one of the four parts of the ceremony. If the Warlord does not have a CP, they gain an effective CP of 4 for this purpose.

 

If all models capable of performing the ceremony are killed, the Defenders may force a “draw” by killing the captive.

 

Attacker:

The attacker wins if they rescue the prisoner by moving them off any edge of board. To "free" the captive, the attacker must remove the ceremonial spellcaster from base-to-base contact with the prisoner, whether by killing him or in some other way. The captive may then be carried as an object by any model capable. The attacker may alternatively kill all defending spellcasters capable of performing the ceremony and the defending Warlord, but still must prevent the remaining defenders from killing the captive.

 

If the attacker kills all models capable of completing the ceremony, but the prisoner also dies, the battle is a draw.

 

scenario_map.JPG

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Warlord Scenario: Gathering of the Stones

 

This scenario is one I made up a couple of months ago for use at a local con. I love the concept and it played great too. I made a couple of minor changes to this posted version from that which we played and I think would make it even better. It promotes strategy on several new levels and breaks away from some of the standard approaches to gameplay. And it promotes using the entire table instead of just the clash in the middle. It really is better suited for a large table with multiple players, not so much for the one on one style tourneys (though it could work for that too in a larger point game)

 

Game Setup:

This is a game of teleportation portals. Either a larger sized single table (4 x 8 or larger) with a number of portal devices spread around the play area (say 1 portal for every 3 sq ft of playing area), or several smaller tables each with a portal device mixed in its terrain. To maximize the effects, each area where a portal is, should have a slightly different topology type. There needs to be enough play area to have a minimum of 3 portals. Its just not very fun with less.

 

Overall Concept :

Take advantage of the mobility of the portals to collect points by destroying enemies and collecting their hidden loot, including the stones.

 

Stones :

At the beginning of the game, each player will be given one “stone” marker. Each player must assign one model to carry this stone. At the beginning of the game, the player needs to write down which model will be assigned, but does not have to reveal this information to the other players.

 

Models with SA: Summoned may be assigned as holders of stones with a couple of caveats. They must start the game deployed, not summoned later. Also, when killed, the stone is immediately reealed since the remains of the summoned model disapear and there is nothing to loot. A token is placed on the table where the summoned model was at the time.

 

Stones can be traded from one friendly model to another. If a stone is traded, it is immediately publicly announced of the new holder (note the holder does not have to reveal any as yet unrevealed stones that the new holder may already be holding, only the stone that is being traded). To trade a stone, only requires the two models to be in base to base contact and the giver to invoke a trade action. During the course of the game, the number of stones a model can carry is based on the size base of the model (regular 1, large 2, huge 3, gigantic 4).

 

Stones are collected from opponents via successful loot actions. If a model that carried a stone is killed and succesfully looted, then it must be revealed to the player that they just collected a stone, unless they already have a stone and their base size is such that they cannot carry another one, in which case a marker is placed on the table to represent the stone for the next available model to pick up.

 

Stones do NOT affect a model's combat ability. There is no penalty for holding a stone or multiple stones.

 

Important note: Successful loot actions performed against “tough”, stunned, or otherwise not completely terminated opponents will also successfully collect any stones from said unit. (ex. An elf loots and coup de’gras a Necro crypt legion skeleton to lessen that skeleton’s chances of getting back up, but also finds out the skeleton was holding a stone, and now the elf gets it, even though technically the skeleton still has a tough roll to make).

 

Portals :

Portals teleport players units on a troop by troop basis, at random, to other portals in the playing area. To activate a portal for a troop, any one model from that troop needs to move into the effective scope of the portal (3” radius) and invoke teleport action.

 

All troop members are immediately teleported to the new location of one of the other portals. If any units were in base to base contact with enemies at the time of teleportation, they still must roll a DIS check like normal for breaking B2B contact. They will break contact either way, as they are teleported, but if they fail the roll, they will have a shaken token when they arrive at their new destination.

 

To determine which random portal the troop is moved to, roll a dice with the nearest number to the number of portals and discarding any rolls that include the remaining numbers (ex. If there are 5 portals roll a 6 sided dice, re-rolling if a 6 is rolled). The player may deploy the troop anywhere in the effective scope of the newly arrived at portal (3” radius). Yes, it is possible to roll the same portal.

 

If any models still have actions available for use after the teleportation, those actions are still available to use at this point.

 

If there are any models already in the effective scope area of the destination portal, newly arriving models cannot arrive in base to base contact. But, if they have actions still available, they could move into b2b with said actions. If the AOE of the portal is so jammed up with miniatures such that a newly arrived troop cannot deploy without having some form of B2B contact, then the AOE is temporarily doubled to 6"radius to allow for the new arrivals.

 

Any models that were burrowed at the time of the teleport will be surfaced in the new location. Any models that were considered flying at the time of teleport will be landed in the new location.

 

Any battle totems used will remain un-teleported unless it was being carried.

 

A troop may teleport from the same portal from which it just arrived, but only after a full turn in that location. (troop A teleports into a location, some units still have action abilities and take them. Their next activation, they cannot teleport out so they carry out normal actions. The next turn, the portal becomes available to them again if they so choose to use it).

 

Collecting Points :

Obviously the main objective and focus of the scenario is to collect and keep as many stones as possible. Each stone will be worth 200 points. But, regular looting and kill points are also tallied for each player as noted below.

 

An outright killed model gives up its full value to the killing player (base model plus any spells and equipment value that the model started the game with). A player that does not kill but does stun a model (usually associated with putting an enemy down but the enemy has tough), will collect 1/3 the target’s total point value. An incapacitated model that is destroyed via coup de gras, will give up 2/3 the model’s total value to the spoiler. So a unit that repeatedly is successful with tough rolls (or repeatedly healed) could conceivably give more points than it’s total value. A dwarf that kills an opponent that would normally have only been stunned (because of bane), gains only the regular value for that model, no bonuses just because of bane.

 

Winning the Game :

The player with the most points at the end of the declared scenario time limit, will be declared the winner. Suggested time limit is 30-45 minutes per 500 points worth of troops involved.

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Selwyns Gambit

 

Selwyn peered over the brush to have a look at what the scouts had told her about, sure enough a large troop of goblins were hastily going about their work as larger orcs bellowed commands and cracked whips. "a throne of bone" Selwyn cursed under her breath the reven battle totem. The elves had been skirmishing with orc bands for some time in this area but now the greenskins had small army grouped up and were preparing a totem, action was called for. "Should we now go back and warn Danithal?" asked one of the scouts. "there's no time the orcs will have that thing done by morning" Selwyn responded while drawing her sword. The elves were outnumbered but the had the element of surprise, Selwyn signalled her archers to ready a volley....

 

The gambit. the enemy is preparing a battle totem and you must and your force must destroy it before it can be brought to the field you are outnumbered so move fast, strike hard and pray.

 

Attacker to defender point values: the Defender always has 25% more points than the defender

so if the attacker has 1000 the defender has 1250 and so on

 

Deployment: the defender deploys first in a 18 inch circle centered on their totem then the attacker deploys their troops no closer than 18 inches to the enemy deployment zone.

 

Attacker gets first activiation. The attacker chooses one troop to start the fray this is a surprise assault.

 

Disabling the totem the attacke must disable the totem as normal except in this case the totem is not finished it provides no +1 MAV and only needs five loot actions to destroy it.

 

Victory Conditions: The attacker gains 50 victory points for each loot action taken on the totem.

The defender must drive off the attackers to ensure the safety of the totem.

The player with the most victory points at the end of the game is the winner.

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The Mysterious Caravan

by Castlebuilder

A quick game for multiple players

I used this as an introduction game for a tournament

 

Historical Notes

 

The mysterious caravan drew everyone's attention as soon as it entered the province. It was

obviously full of valuables, but nobody knew where it was headed or where it came from. The

mercenaries guarding the caravan wore nothing distinct enough to give any clue as to who their employer

was.

Last night as the caravan camped outside the city, a terribly fierce storm blew up. While that isn't

anything unusual for Taltos, this storm had a very eerie feel to it. This morning when the sun came up

the caravan was scattered all over the place, and not a soul was anywhere around! Whatever happened,

there is now a ton of loot just sitting there waiting for someone to take it! You quickly grab a few

friends and head out. As you hurry along, you see that several others have come to the same conclusion

as you have. You unsheathe your sword as you hurry the men along and start looking for where the best

pieces of loot might be.

 

Setup

 

Terrain will be set up by the referee. Each player will have a single, 150 pt. troop. I let the players

pick their own troop, but they weren't aware of what the scenario was when they made their choices.

Placement will be determined by initiative card. As each players card is revealed, they may place their

troop anywhere within six inches of the long edge of the board. Placement must be at least six inches

from any troop already on the board.

Place the treasure so all players have a fair chance at the same amount, with the most valuable towards

the middle of the board, or in hard to access places, such as buildings.

 

Objective: Get the Goods!

 

Scattered along the road are several markers that indicate some type of loot. On the bottom of

markers a colored dot will indicate the value of that pieces of loot. The colors I use are yellow for gold,

blue for silver, and red for copper. A different color will indicate unique items that can be used during

play.

(I marked colors for treasure placed on the bottom of glass beads. The values were used 5-Yellow, 2-

Blue, & 1-Red points. I also had some green markers for special, single use magic items I made up.)

<Read - copied from the ones Reaper Matt designed for the dungeon crawl at Origins and GenCon last

summer>

 

Special Rules

Look What I Found!: When a mini touches a pieces of loot, it may pick it up using a loot action.

 

Keeping the goods: Once a marker has been looted, a pipe cleaner matching the color under the stone will be carefully placed on the miniature carrying the item. If that miniature is eliminated, the dropped treasure can be picked up by anyone performing a loot action on the mini. As per the rules, a coupe de Gras is automatically part of a loot action. A miniature may carry up to four pieces of loot. If a miniature carrying loot moves off the edge of the table, the loot is considered safe and cannot be taken by the enemy player. The mini may not return to the battle.

 

Time to Leave!: Once the time limit has been reached, the turn being played will be completed. After that the authorities have arrived to claim the destroyed caravan for themselves. At the end of the game, any loot you have successfully removed from the board or currently carry on one of your soldiers counts toward victory points.

 

Victory Points: The total value of the loot you gather determines you standing for the round. Ties will be divided into fractions.

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Roll out the Barrels

 

Background:

Last autumn, the Hobgoblins were rumored to have defeated a dragon. Nobody believed it could be true. At least until last night when Ebonwrath was seen strafing their village with his breath and several firestorm spells. Could the rumors be true? Could a dragon’s treasure actually be in the village? If so, you’d better hurry. The dragon could be back at any minute, not to mention anyone else in the woods that saw the show last night.

 

General Rules:

o Force size is 650 points (655 MAX).

o Core and Faction Books are allowed (troops, spells, equipment, etc. – that means Razig is also allowed)

o Troop composition is per rules (Leadership, Adepts, Solos, Spells, Items, etc.).

o Proxies are OK, BUT please have the proxies look close to the originals and be on the proper sized base.

o No prize at this tournament for best painted army, but bragging rights do still apply.

 

• This is a loot point tourney.

o If you damage another model, you get the points for that model divided by the number of tracks.

o If you loot a downed model, you get loot points (d10 for each track above the first) and the gear and points for any gear or spells carried.

 

Tournament Specific Rules & Objectives:

• In addition to killing & looting your enemies, there are numerous barrels and crates on the field.

• Some barrels and crates have traps that set off spells or effects. Traps may be searched as the stunt (Rogues are automatic, Assassins & Mages roll against MAV or RAV or CP, others need a natural 10).

• A Loot (move) action will open a barrel or crate and retrieve it's contents. Draw a chip from the bag to see the result of opening the barrel. Ranged attacks or spells will NOT open a barrel or crate. If a successful traps search was made and the chip is white (a trap), discard the chip.

• Some barrels and crates have loot in them (blue chips). These loot points are awarded to that force immediately via the model that opened the crate.

• Some barrels and crates have magic items in them (red chips). A loot action will retrieve the magic item. Ignore restrictions on these items (i.e. “Leader only” can be put on a grunt). The only exception is models with SA Beast may still not equip a magic item but they may carry items. These magic items have NO loot points. Give the model the gold ring that corresponds to the number of the item.

o Magic items stay with a model until they are traded or the model is killed. The item can then be looted and possibly used by the looting model.

o Items can be traded by being in base-to-base and both models spending a loot action.

 

FOR THE GAME MASTER / FACILITATOR:

 

Prior to the Game:

• Special items:

o Get 200 poker chips (three colors helps – Bicycle chips are less than $2 per hundred, get 2 sets. Number the white ones 1-100, blue 1-50 and red 1-50) (cards could be used just as easy, but the numbering system changes)

o Get 50 knitting rings (small) (painting them is optional – I recommend gold)

o Get a set of electrical wire numbering stickers (Home Depot, Lowes, etc.)

o Number the rings from 1 to 50 with the wire numbering kit.

o Get 100 to 200 barrels or crates (search ebay for crafts or model railroad or war game terrain – I got 100 barrels and 48 crates for less than $20)

• Create a table of effects or use or modify mine. White chips = traps, blue chips = loot points & red chips = magic items

o After the terrain is set, scatter the barrels and crates around the play area. The terrain should be a burnt out hobgoblin village – mud or straw huts would be perfect.

 

During the Game:

• Once a barrel/crate is opened, have the player draw a chip from the bag. Reference the chip to its effect or reward. If it is a magic item chip (red) find the gold ring that has that number. Put the gold ring on that model to help all keep track of who has what magic items (could get really confusing here once lots of them come into play).

• Set the chips aside to keep everything new.

• If a model with a gold ring is killed and looted, the looter gets the gold ring and the item that goes with it.

 

 

White Chips

1 Attacks opener at +1 MAV

2 Attacks opener at +2 MAV

3 Attacks opener at +3 MAV

4 Attacks opener at +4 MAV

5 Attacks opener at +5 MAV

6 Bolts opener at +1 CP

7 Bolts opener at +2 CP

8 Bolts opener at +3 CP

9 Bolts opener at +4 CP

10 Bolts opener at +5 CP

11 Fireball centered on barrel at +1 CP

12 Fireball centered on barrel at +2 CP

13 Fireball centered on barrel at +3 CP

14 Fireball centered on barrel at +4 CP

15 Fireball centered on barrel at +5 CP

16 Firestorm centered on barrel at +1 CP

17 Firestorm centered on barrel at +2 CP

18 Firestorm centered on barrel at +3 CP

19 Firestorm centered on barrel at +4 CP

20 Firestorm centered on barrel at +5 CP

21 Fear at opener at +1 CP

22 Fear at opener at +2 CP

23 Fear at opener at +3 CP

24 Fear at opener at +4 CP

25 Fear at opener at +5 CP

26 Slow at opener at +1 CP

27 Slow at opener at +2 CP

28 Slow at opener at +3 CP

29 Slow at opener at +4 CP

30 Slow at opener at +5 CP

31 Scare centered on barrel at +1 CP

32 Scare centered on barrel at +2 CP

33 Scare centered on barrel at +3 CP

34 Scare centered on barrel at +4 CP

35 Scare centered on barrel at +5 CP

36 Speed at opener at +1 CP

37 Speed at opener at +2 CP

38 Speed at opener at +3 CP

39 Speed at opener at +4 CP

40 Speed at opener at +5 CP

41 Cure at opener at +1 CP

42 Cure at opener at +2 CP

43 Cure at opener at +3 CP

44 Cure at opener at +4 CP

45 Cure at opener at +5 CP

46 Bandage at opener at +1 CP

47 Bandage at opener at +2 CP

48 Bandage at opener at +3 CP

49 Bandage at opener at +4 CP

50 Bandage at opener at +5 CP

51 Warcry centered on barrel

52 Banshee Shriek at +1 CP

53 Banshee Shriek at +2 CP

54 Banshee Shriek at +3 CP

55 Banshee Shriek at +4 CP

56 Banshee Shriek at +5 CP

57 Fireball centered d10 from barrel at +1 CP

58 Fireball centered d10 from barrel at +2 CP

59 Fireball centered d10 from barrel at +3 CP

60 Fireball centered d10 from barrel at +4 CP

61 Fireball centered d10 from barrel at +5 CP

62 Firestorm centered d10 from barrel at +1 CP

63 Firestorm centered d10 from barrel at +2 CP

64 Firestorm centered d10 from barrel at +3 CP

65 Firestorm centered d10 from barrel at +4 CP

66 Firestorm centered d10 from barrel at +5 CP

67 Scare centered d10 from barrel at +1 CP

68 Scare centered d10 from barrel at +2 CP

69 Scare centered d10 from barrel at +3 CP

70 Scare centered d10 from barrel at +4 CP

71 Scare centered d10 from barrel at +5 CP

72 Bless centered d10 from barrel at +1 CP

73 Bless centered d10 from barrel at +2 CP

74 Bless centered d10 from barrel at +3 CP

75 Bless centered d10 from barrel at +4 CP

76 Bless centered d10 from barrel at +5 CP

77 Hold centered d10 from barrel at +1 CP

78 Hold centered d10 from barrel at +2 CP

79 Hold centered d10 from barrel at +3 CP

80 Hold centered d10 from barrel at +4 CP

81 Hold centered d10 from barrel at +5 CP

82 Divine Grace centered d10 from barrel at +1 CP

83 Divine Grace centered d10 from barrel at +2 CP

84 Divine Grace centered d10 from barrel at +3 CP

85 Divine Grace centered d10 from barrel at +4 CP

86 Divine Grace centered d10 from barrel at +5 CP

87 Holy Burst centered d10 from barrel at +1 CP

88 Holy Burst centered d10 from barrel at +2 CP

89 Holy Burst centered d10 from barrel at +3 CP

90 Holy Burst centered d10 from barrel at +4 CP

91 Holy Burst centered d10 from barrel at +5 CP

92 Razor Grass centered d10 from barrel

93 Mountain God's Breath centered d10 from barrel

94 Maggot's Kiss centered d10 from barrel at +1 CP

95 Maggot's Kiss centered d10 from barrel at +2 CP

96 Maggot's Kiss centered d10 from barrel at +3 CP

97 Maggot's Kiss centered d10 from barrel at +4 CP

98 Maggot's Kiss centered d10 from barrel at +5 CP

99 Discard this chip and draw 2 more chips

100 Discard this chip and draw 3 more chips

 

Blue Chips

# Points

1 5

2 10

3 15

4 20

5 25

6 30

7 35

8 40

9 45

10 50

11 55

12 60

13 65

14 70

15 75

16 80

17 85

18 90

19 95

20 100

21 105

22 110

23 115

24 120

25 125

26 130

27 135

28 140

29 145

30 150

31 155

32 160

33 165

34 170

35 175

36 180

37 185

38 190

39 195

40 200

41 205

42 210

43 215

44 220

45 225

46 230

47 235

48 240

49 245

50 250

 

Red Chips(Special thanks to Lanse Tryon for some of these as published in Warlord Deathmatch)

# Bestows Item: Effect

1 Totem of Battle +1 MAV for force

2 Divine Favor 1st hit misses

3 Troop Standard +1 DIS

4 Lesser Magic Armor +1 DV

5 Lesser Magic Weapon +1 MAV

6 Lesser Magical Empowerment +1 CP

7 Lesser Magical Protection +1 MD

8 Troop Musician +1 MOV

9 Familiar Failed Spells

10 Improved Protection +1DV+Deflect

11 Greater Magic Armor +2 DV

12 Lesser Movement Upgrade +2 MOV

13 Magical Protection +2 MD

14 Moderate Magic Weapon +2 MAV

15 Lesser Accuracy Upgrade +1 RAV

16 Greater Magical Empowerment +2 CP +1 MAV

17 Greater Magical Protection +2 MD +1 DV

18 Greater Movement Upgrade +4 MOV

19 Greater Accuracy Upgrade +2 RAV

20 Greater Magic Weapon +2 MAV +1 MA

21 A Saved Bullet may make a ranged attack at RAV +3 Rng 18" once per game

22 Bonesplitter Axe of Grauga +1 MAV and Defensive Strikes are resolved first.

23 Fire Keg Innate: Fireball

24 Good Juju Amulet Models with Non-Corporeal SA must make a DIS check to B2B with equipped model.

25 Komagg Bleeder Spear +1 MAV and Reach & Trencher SA

26 Ramakha Spirit Imbued Weapon Critical Strike or Critical Shot.

27 Helm of the Hawk Target gains scrye shot

28 Holy Weapon +1 MAV, may reroll one missed melee attack

29 Page +1 DIS for Troop, acts as a familiar for leader

30 Striking Spear of Aurelius Model gains judgment, +1 DIS, if model has reach, may attack over other models.

31 Raaaugh of the Ogren +1 #MA, +2 MAV, Breaker, auto-casts Part on combat at +4 CP on roll of 9 or 10

32 Scylla's Talon +5 #MA, MAV of wielder = 0

33 Halberd of Marthrangul Reach, First Strike, Horrid, Blowthrough Rng=8" RAV =4 once every 3 turns.

34 Staff of the Eye Tough/4, +2 MD, innate Fireball at +4 CP once every 3 turns

35 Bonebow of the Lich King +1 #RA, +2 RAV, Inate Scare at +5 CP on target on a roll of 9 or 10

36 MacCowan's Holy Claymore +1 #MA, +2 MAV, +1 DIS, Innate Part on combat at +4 CP on roll of 9 or 10

37 Raaaugh of the Ogren +1 #MA, +2 MAV, Breaker, auto-casts Part on combat at +4 CP on roll of 9 or 10

38 Scylla's Talon +5 #MA, MAV of wielder = 0

39 Halberd of Marthrangul Reach, First Strike, Horrid, Blowthrough Rng=8" RAV =4 once every 3 turns.

40 Gun Gain SA Gun (RAV =3, Rng =18), starts loaded

41 Bloodlust Gain SA Bloodlust/2 (or +2 to existing)

42 Runner Gain SA Runner/2 (or +2 to existing)

43 Tough Gain SA Tough/2 (or +2 to existing)

44 Thorn +1 #MA, +1 MAV, Target is Shaken on roll of 9 or 10

45 Tjilden of the Fires +2 RAV, Shot is replaced by Fireball at +4 CP on a roll of 10

46 Thoragan's Fickle Curse +1 #MA, -2 Dis, Innate Firestorm at +4 CP centered on wielder on roll of 1, Innate Bandage at +4 CP on wielder on roll of 10

 

47 Dorung of the Giant's Forge +2 MAV, #MA = 1, does 2 damage on roll of 9 or 10, on Kill attack next model clockwise in B2B

 

48 Runesword +1 #MA, Tough/4, wielder my teleport self once every 3 turns as a non-combat action random d10 inches

 

49 Elder Staff (Blue) Reach, First Strike, +2 MAV, wielder may melee attack holder of the Green Elder Staff anywhere on the table, or may switch places with Green Elder Staff if it is not being carried and is in play as a non-combat action.

 

50 Elder Staff (Green) Reach, First Strike, +2 MAV, wielder may melee attack holder of the Blue Elder Staff anywhere on the table, or may switch places with Blue Elder Staff if it is not being carried and is in play as a non-combat action.

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Warlord and Pubs

 

 

For your information:This scenario is meant for free for alls.

 

Ever want to relax at the local pub and down a "few" pints of ale. Well this is Taltos and the pubs arent much more peaceful.

 

Objective: Score the highest amount of points among all players before the city watch shows up (i.e. when the turn limit is reached.)

 

Special loot rules: You cannot loot the bodies of fallen models however you score points for killing enemy models. Of course there is free beer available for you to loot. One mug of ale is worth one ale token, a keg of ale is worth three ale tokens, one keg of dwarven ale is worth five ale tokens. At the end of the game each ale token is worth five points. You gain ale tokens by looting the mugs and/or kegs of ale or obliterating a players entire force and gaining all of that players ale tokens.

 

Uses of ale: You can use one ale token to bring back one stunned model to it's last damage track or spend one ale token to make a ranged attack at RAV 1 for a 6 inch range (whats a barfight without flying beer bottles) OR if you would like you could spend three ale tokens to fling a beer keg at RAV 3 with a range of 6 inches.

 

If you like or dont like this scenario feel free to make your comments.

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Warlord CHAMPIONS

 

This is a set of rule variations that focuses on more detailed combat between character models. Unlike a regular game of Warlord, which typically consists of many soldier models and relatively few character models, Warlord CHAMPIONS focuses exclusively on character models. The purpose of these rules is to create a more “up close and personal” scale battle game between various personalities from the different fighting companies.

 

There are several reasons players may wish to play Warlord CHAMPIONS as opposed to a regular game of Warlord:

 

• In situations where there is limited time. A game of CHAMPIONS will typically take less time to play than a normal game of Warlord due to there being fewer models to move around and for which to resolve actions.

• In situations where there is limited space available. A game of CHAMPIONS does not require as much space as a normal game. A 2’x2’ space should suffice for most CHAMPIONS games. Of course, normal-sized tables can be used.

• Having fewer soldier models in play creates more opportunities in which Stunts may be more effective.

• Playing CHAMPIONS allows players to play games that allow them to bring many of their cool, powerful models into play at once.

 

 

All rules for a normal game of Warlord, with the following changes:

 

1. Only named character models may be used to construct a Fighting Company – that is, models that have a specific name. These include most leader, most elite, and some solitaire models. For example, Duke Gerard, Lysette, Keana the Banshee, and Lurgh are all legitimate choices; the Guardian Angel, Centaur, Chosen of Sokar, Bloodseeker Vampire, and Gargoyle are not.

 

2. A fighting company may contain only one of any given model even if it is normally non-unique.

 

3. There is no leader/soldier hierarchy; each model counts as its own troop and adds a card to the initiative deck. Turn order is determined as normal. Essentially, every model used acts as a solitaire using these rules.

3a. Models with the Tactician ability still provide an additional data card.

 

4. Leader models have their point values adjusted using the following method:

• Subtract a number of points from their original point value equal to their maximum troop size.

• Subtract another five points from their original point value for every elite model they can take.

• Example: Lord Ironraven’s (Troop 4-11/1) new point value would be 92. (Original point value of 108 - 11 - 5 = 92.)

 

5. Damage is more detailed using these rules. Each model has 10 hit points (HP) per damage track. For example, Halbarad with three damage tracks has 30 HP.

5a. A model with Tough adds a number of HP equal to its Tough score multiplied by its number of damage tracks to its HP total. For example, Duke Gerard has 40 HP for four damage tracks. He has Tough/4, which grants him an additional 4 HP per damage track, for a total of 56 HP.

 

6. When attacking, roll MAV/RAV vs. DV as normal. Upon a successful hit, roll 1d10 and add the attacker’s MAV/RAV, including bonuses for equipment or special abilities, to determine the total amount of damage inflicted.

 

7. For attack spells that inflict damage, first roll to see if the spell was successful or not. If it is successful, roll 1d10 for every point of damage that the spell does and then add the caster’s CP. This total is the amount of damage that the spell inflicts. For example, Moandain (CP 8) casts an Ice Shards spell successfully against the target model. Ice Shards normally inflicts one point of damage, so he rolls 1d10 and adds 8 (for his CP 8) to determine how much damage is inflicted.

7a. The two exceptions to this rule are Fireball and Firestorm. For these spells, roll 2d10 and 3d10 respectively and then add the caster’s CP against every model targeted by these spells.

 

8. For spells that heal damage, first roll to see if the spell was successful or not. If it is successful, roll 1d10 for every point of damage that the spell heals and then add the caster’s CP. This total is the amount of damage that the spell heals. For example, Halbarad (CP 6) casts a Cure spell successfully against the target model. Cure normally heals one point of damage, so he rolls 2d10 and adds 6 (for his CP 6) to determine how many HP the model recovers.

 

9. Models’ stats degrade as they take damage. However, instead of damage tracks, a model’s total HP is divided into “point breaks” which correspond to the total number of damage tracks a model has. To determine point breaks, divide the model’s HP by the number of damage tracks it has. Each time a model exceeds the number of hit points beyond a point break, it uses the stats on its next damage track. For example, Duke Gerard has 56 HP and 4 damage tracks. His point breaks are at every 14 HP. He uses the stats from his 0 point damage track until he suffers a total of 14 HP (putting him at 42 remaining HP), at which point he uses the stats from his 1 point damage track. His next point breaks would be at 28 and 14.

 

10. A model that is reduced to zero or fewer HP is stunned or killed, depending on whether or not it has Tough. When a model is stunned, it is considered to be at 0 HP, even if the last attack it suffered reduced it to lower than 0 HP. When a model successfully makes a Tough check, roll 1d10 and add its Tough score to determine how many HP the model has recovered when it gets up. That is, roll once to determine whether or not the Tough check was successful. If the check succeeds, roll 1d10 again and add the model’s Tough score to determine how many HP the model regains.

 

 

Errata/Clarifications

 

• Use the normal Deployment rules for Warlord CHAMPIONS, with each model counting as its own troop.

• Players build their Fighting Company using a predetermined Game Point Value, as per a normal game. Good sizes for standard games are 500 - 750 points. Of course, larger games can be played.

• Chain of Command rules do not apply. Therefore, players can choose as many sergeants and captains for which they have the points. Players can even field multiple warlords! However, this will typically work against the player’s advantage because, similar to a regular Warlord game, it is usually more advantageous to have several less expensive models than only a few high-priced ones.

• Equipment and spells are purchased as normal, with the normal rules/restrictions for their use in place (i.e., certain weapons being restricted to Leaders/Elites only).

• Fighting Companies may be composed of pure factions or Freelance. Faction Abilities for pure factions function as normal.

• Warlord CHAMPIONS can be played using Victory Points, Last Man Standing, or other victory conditions.

• Divine Favor negates all damage from the first successful attack against model.

• Fireball and Firestorm were adjusted to do increased damage against their targets because it is not likely that caster will have as many targets to catch in these spells’ area of effect as in a regular Warlord game. In order to justify their high point costs and to still make them worthwhile to take in CHAMPIONS, the amount of damage they do was increased. As new spells are released (particularly those that are area of effect spells as opposed to single target spells), they may have to be adjusted for use with the CHAMPIONS rules variant.

• As long as everyone agrees, players should feel free to create and use new house rules that reflect the fluff behind different characters, especially as more faction books are released. An example house rule would be to give Sir Malcolm a +1 MAV against Overlords based on the background material in the Core Rulebook.

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Title: The Magnificent Seven

 

Two player game

 

One side are the raiders:

1500 point fighting company, normal force construction rules

 

One side are defenders:

Peasants

1 peasant leader

24 warriors

5 archers

 

The Magnificent Seven

800 point total

7 leaders/elites/solos

No monsters

Multiple Warlords allowed

No alignment restrictions

 

Reassignment

The Magnificent Seven do not follow normal Fighting Company rules. Any of the Seven may fill the role of Leader, Elite or Solo, at the discretion of the defending player. If a model does not have a troop rating, it acquires a troop rating of 4-10/1. Example: Lurgh the Half-orc Assassin is chosen as one of the Seven. The defending player decides to make him a leader, giving him a troop rating of 4-10/1. Thorvald Clawhelm is another one of the Seven, and is used in Lurgh’s elite slot.

 

Organization

Determine which of the Seven are leaders. Determine which of the Seven are Elites, and assign them to leaders as normal. Then use peasants as soldiers, obeying minimum and maximum troop size rules, and maintaining the 4-1 model-to-Elite ratio. The Seven can be solos, but the leader-to-solo ratio must be maintained.

The peasant leader leads a troop and any remaining peasants are its soldiers. There is no minimum or maximum troop size for the peasant leader, and the peasant leader can field no elites.

 

Additional rules

The Seven gain the SA: Ronin.

Each member of the Seven may use special equipment and spells from their faction that are normally limited to models in faction pure armies.

The Seven may use any equipment normally usable by a leader, an elite, or a solo, without regards to how they are actually reassigned.

The Seven (and not the peasants) gain the following “Faction Abilities:” Dark Energy from the Necropolis faction book, and Bane from the Core Rule Dwarven army.

Peasants do not follow normal cohesion rules. Peasants are only in cohesion if they are within 2” of one of the Seven. The Member of the Seven doesn’t have to be in the same troop as the peasant.

 

 

 

Peasant data cards

Peasant Warrior

Affiliation Model Troop Base Pts

Peasant/Neutral Grunt Standard

#MA #RA Dmg Mov Dis MAV RAV Rng DV CP MD

1 - 0 6 4 1 - - 8 - 10

Special Abilities Reach

 

Peasant Archer

Affiliation Model Troop Base Pts

Peasant/Neutral Adept Standard

#MA #RA Dmg Mov Dis MAV RAV Rng DV CP MD

1 1 0 6 4 0 1 24 7 - 10

Special Abilities Volley

 

Peasant Leader

Affiliation Model Troop Base Pts

Peasant/Neutral Sgt 1-30/0 Standard

#MA #RA Dmg Mov Dis MAV RAV Rng DV CP MD

1 0 6 5 2 - - 9 - 10

Special Abilities Tough/1

 

 

Terrain

Table should be 4x6. The town square should be near one of the 4’ ends of the table. Buildings should ring the town square, with one or two additional buildings outside the ring. One main road should run along the 6’ length of table, and through the town square. Another road should cross through the town square at right angles. Defensive field works, hay carts, crates, etc., at the defender’s discretion, may block gaps between buildings. Other terrain may be placed outside the town as desired.

 

Optional rules for improvised defensive works:

Hay carts: May be moved 1” as a Loot Action, may be destroyed if they take 2 points of damage (no support bonus if attacked, DV 7), and may be climbed over at a movement penalty of two inches.

 

Example Terrain

 

MSevenExampleTerrain.gif

 

Deployment

Defenders deploy inside the ring of buildings first. Then raiders deploy along most distant 4’ table edge, within 12” of edge.

 

Time limit

Seven turns

 

Victory conditions:

Raiders:

Kill all of the Seven, or all of the peasants

Magnificent Seven:

Prevent raider victory by end of 7th turn

 

Downloadable version available at http://home.comcast.net/~pncstorm/Stormina...icent_Seven.doc

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The Bones of St. Gianovia

 

Background

Judas Bloodspire seeks to desecrate and destroy the Shrine of the Tomb of St. Gianovia and to commit an even greater, unspeakable sacrilege. This holy site, which has long been a pilgrimage for the Devoted of Gianovia and others who venerate her, is also the place in which the remains of this saint lay in state. It is these very bones that Judas intends to reanimate into an undead monstrosity under his control. Such an act would strike a horrific psychological blow against the Devoted and the Crusaders as a whole, thus weakening their influence in Taltos. Judas plans on sending the Archlich Moandain to lead the Necropolis forces in the attack if he himself is not there at the forefront.

 

Gianovia’s blessings are with the devoted, both the common folk who honor her and those consecrated in her order, for Crusader spies have revealed Judas’ plan with just enough time for them to send a small contingent to defend the shrine. The Devoted will not give up the Shrine or allow St. Gianovia’s remains to be used for such a vile purpose without first laying down their lives. The Devoted are also being aided by their Templar allies who have sworn their own lives in defense of the holy site. The forces at the shrine are being led Lord Ironraven. Fortune also smiles upon the defenders in that Marcus Gideon, renowned undead hunter, will also be present to oppose the forces of the Necropolis. However, for all of the courage and valor that the defenders possess, the fact remains that a large contingent of undead is bearing down on them and they will be outnumbered. Crusader numbers in Taltos are already low and it will take time to muster more defenders. Sir Broderick and Sir Danel are en route with reinforcements, but will they be able to arrive in time to carry the day against the Necropolis?

 

Setup

Necropolis: The Necropolis player has 1500 points with which to build his fighting company. The importance of this task to Judas’ plans for conquest is not to be underestimated. Therefore, the Lord of the Necropolis will personally see to its success, or send his ally Moandain in his stead. The Necropolis player's fighting company must include a warlord.

 

Crusaders: The Crusader player has two preset troops of reinforcements worth just under 750 points. In addition to this, the Crusader player has 1,000 points from which to build a fighting company. The fighting company cannot contain Sir Danel or Sir Daman as these two models are unique and are already included in the reinforcements. As it is the Devoted of Gianovia who are fighting to protect the remains of their patron saint, the Crusader player's fighting company must include at least six models that belong to the ranks of the Devoted (Mother Superior Kristianna, Sister Majeda, Battle Nuns, Hospitaliers). Also, see special rules for Crusaders below.

 

The Shrine: The Shrine of the Tomb of St. Gianovia should be represented by a roughly 5” x 7” piece of terrain. This can be as simple or as elaborate as players want. A tomb, small building, church, or even a flat piece of cardstock or felt of the correct size can be used. Industrious terrain-makers should take a look at the Hirst Arts tomb (http://hirstarts.com/tomb/tomb.html) as something they may wish to use.

 

Deployment: The game table should be at least 4’x4’.

 

First, the Necropolis player declares which side of the table he will deploy on. Next, the Crusader player places the Shrine anywhere on the table, as long as it at least 6” from any edge. Other terrain can be placed as the players see fit. Perhaps the shrine is located in a remote, forested area? Or maybe a village or small town has built up around it?

 

Deployment continues as normal (draw cards and place troops), with the Necropolis player placing his troops anywhere within 6” of the side of the table he chose and the Crusader player placing his troops within 6” of the Shrine.

 

Special Rules

Required Crusader Models: Lord Ironraven and Marcus Gideon are required for the Crusader player for this scenario and count towards the 1,000 points that the player has to build his fighting company. Special rules apply to these two models for this scenario.

 

• Lord Ironraven: Still haunted by the loss of many of his oldest friends during the Darkspawn assault on Denelspire and feeling pangs of guilt for not being there at the time of the attack to fight and die at their side, he feels compelled to fight for the Devoted of Gianovia as if they were his own beloved Templars. As long as Templar blood flows through his veins, no other holy sites in Taltos shall fall to the forces of evil! For this scenario, Ironraven gains the Judgment SA.

• Marcus Gideon: The undead hunter is in his element fighting the forces of the Necropolis. If this is to be the day when he will breathe his last breath, he can imagine no other way in which he would prefer to leave this life. For this scenario, Marcus can be fielded as an Elite or a Solo, and gains the Judgment SA.

 

Reinforcements: Beginning with the third round, at the end of the round, roll 1d3 and add the number of the current round to the roll. (Use the following method to roll 1d3: Roll 1d6; a roll of 1 or 2 counts as 1; a roll of 3 or 4 counts as 2; a roll of 5 or 6 counts as 3.) If the total is 6 or higher, Crusader reinforcements arrive, consisting of: Sir Danel leading Sir Daman and three Lion’s Lancers; Sir Broderick leading five Justicars.

 

These reinforcements are deployed on the same table edge that the Necropolis player deployed his forces from, within 6” from the edge. Their cards are placed in the deck and they may be activated as normal starting the following round.

 

Holy Ground: Fighting on the holy surrounding the shrine, combined with their fervor to protect the site gives all Crusader models a +1 to their MAV, RAV (if they have a ranged attack) and DIS. Crusader models do not have to be in the immediate vicinity of the shrine to gain this bonus; they gain it regardless of where on the board they are.

 

Additionally, the Shrine possesses the Holy special ability; therefore, Necropolis models that attempt to come into base-to-base contact with it must make a discipline check.

 

Smash Stunt Variant: This scenario uses the variant Smash Stunt rules as presented in the Reven faction book. The Shrine has 9 damage tracks. Each successful stunt check that a model makes does one point of damage to the shrine. Models using a ranged attack are assumed to be using flaming arrows or some other weapon that is capable of damaging a building. Models that are in base-to-base contact with the shrine receive the +1 situational modifier to their close combat action for allied models in base-to-base contact, as they would against a normal model. If the shrine reaches 0 damage tracks, it is considered to be destroyed.

 

Victory Conditions

The Crusaders win by killing all of the Necropolis leaders or forcing them to retreat. The Necropolis win by killing all of the Crusader models (including reinforcements) or forcing them to retreat, or by destroying the shrine.

 

Adaptation for Other Factions

This scenario is essentially involves a small force holding and defending a target site from a larger attacking force. Time is on the defender’s side, as reinforcements will eventually arrive for them. The attacking force must attack quickly and decisively in order to destroy the target before the defender’s reinforcements arrive.

 

This scenario can be easily adapted for use for other factions. In fact, if the background story is not used, all players really need to do is create their fighting companies (one for the attacker, one main force and one reinforcement force for the defender). Different point values can be used, but the total number of points for the defender should be 10-20% more than the number of points than the attacker has. Additional bonuses or penalties can be levied against the opposing forces due to proximity to the site, but point values should also be adjusted in this case.

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I shamelessly stole Sivrel's idea! And here's what I came up with. If this entry wins I'm giving the win to Sivrel.

Bar Fight

 

Forces:

150 points

We’re Off Duty!

Sgt is highest rank leader possible

No force composition rules (any models (except captains and warlords) may be used)

No musicians, standards or totems

We Don’t Serve Your Kind!

No mounted models.

Any monster must be a humanoid (ogres and trolls are ok, no Devourer of Mashaf)

Leave Your Weapons at the Door!

Soldier models have MAV 0, and characters have MAV reduced by 2 (minimum of 0).

All models lose their ranged attack (if any). Models use their normal stats for Stunt checks.

Concealed Weapons…

Models with the Rogue special ability keep their ranged attacks.

 

Terrain:

A tavern with an indoor bar and outdoor plaza with tables, set in a market square.

Tables: Tables are scattered inside the bar and outside in plaza. Tables count as level one hills for movement and close combat modifiers. Tables may be tipped over (see Stunt rules). Tipped tables grant Light Cover, and fighting from opposite sides of a tipped table is like fighting thru a doorway.

Models in Base-to-base with a table may acquire the following items with a Loot Action: Ale Tankard, Chair.

Bar: The bar is inside the tavern. The bar counts as level one hills for movement and close combat modifiers. The bar grants Heavy Cover, and fighting from opposite sides of the bar is like fighting thru a window. Models in Base-to-base with the bar may acquire the following items with a Loot Action: Ale Keg, Bar Stool, Bottle of Private Reserve. The Bottle of Private Reserve requires a successful Search stunt before the Loot Action.

 

Deployment:

Models are placed one at a time. Models are deployed at tables or the bar. No more than 4 models per table.

Drinking buddies.

Models at the same table must have compatible alignments (no good and evil at the same table). Anyone will be served at the bar.

Special rules:

Organization:

On each player’s first activation, one model must perform a Regroup Action. This model is considered the leader for the rest of the game. If this model is killed, any other model may be designated as the leader. All of a player models are part of the same troop.

Stunts:

Tightrope: Running down the bar (bonus: while Tightroping down the bar, a model does NOT have to stop for Base-to-base contact); standing on a table smaller than your base.

Defenstrate: Pushing someone off a table or the bar (since it’s actually less than a level one elevation, a model may make a stunt check to avoid taking damage).

Leap: Jumping from table to table, or between table and bar. Banzai stunts may be made from tables or the bar.

Toss: A model can toss another model of the same base size, but can only toss them one inch. A tossed model may make a stunt check to avoid taking a point of damage.

Smash: A successful check breaks a tipped table.

Search: A successful check (by a model in Base-to-base with the bar) finds a Bottle of Private Reserve.

Table tipping: Costs one point of movement if no one is standing on it, or a stunt check if someone is standing on it. All models standing on a table when it’s tipped are treated as if they were Defenstrated off the table.

 

Additional actions:

Quaff a drink: By using an Invoke Special Ability, a model with an Ale Tankard or Private Reserve (unbroken), may down his drink. This grants 10 victory points. Quaffing a Private Reserve also heals a point of damage. Private Reserve may be poured down a stunned model’s throat.

 

Improvised Weapons

Ale Tankard: A single use ranged attack (RAV 1, Range 6”).

Ale Keg: A single use ranged attack ([RAV 3, Range 6”] OR [RAV 1, Range 6”, Blowthru]).

Barstool/Chair: Single use melee attack (MAV 2).

Private Reserve: Either a single use ranged attack (RAV 1, Range 6”) OR as a reusable broken bottle (MAV 1).

 

Victory conditions:

Most victory points gathered by set time limit

Victory Points:

Bounty points for models killed

Quaffing a drink: 10 points

Successful Stunt: 20 points

 

PS

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The Traitor

Submitted by Castlebuilder

 

Historical Notes

 

History is full of accounts of foul deeds and backstabbing. While the reasons for treachery may vary from case to case, the friends he has betrayed generally harbor considerable hatred for a turncoat. Unfortunately, he is also not trusted by his new ally. Once a traitor is discovered, those he has betrayed are quick to seek him out and punish him. What exactly this punishment will be depends on the party who was betrayed, but it is most likely to be very, very harsh.

You have suspected for a long time, but now you finally know for sure. The traitor who has been sabotaging your plans for months has revealed himself. The time for vengeance is now!

 

Setup

 

Deployment zones are six inches from the edge and one foot each direction from the center of the table. Each player may place up to four pieces of terrain on the table. You may place terrain in your own deployment zone, however you may not place terrain within six inches of your opponent’s deployment zone.

 

Once terrain has been placed, but before troops are deployed, each player will nominate a miniature from his fighting company to be the traitor. This traitor then joins the enemy fighting company as a solo.

 

 

Objective: Kill the Traitor!

Your goal is to kill the traitor and eliminate your opponent’s fighting company before they can exploit the information that the turncoat has given them.

 

Special Rules

The Turncoat: The traitor may not be your highest-ranking leader (If you have two or more of the same rank, go by point cost). The traitor may violate the maximum number of solos allowed for that fighting company. The traitor’s alignment changes to match the majority of his new fighting company. You may nominate a leader as the traitor, however if you do this, his troop will act as though their leader has been killed for the entire game. If one of the players is using a Razig’s Revenge army, the Traitor replaces the scurvy dog rule.

 

Victory Points: Bounty points will determine the winner. The traitor is worth quadruple bounty and loot points.

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